I'm trying to set the transparency of a texture on a quad in opengl, playing with the blend functions didn't help neither did anything on google. Any suggestions?
3 Answers
I had a similar problem, with one piece of code that worked correctly and another that didn't. After a lot of logging and debugging, I found that the difference was one line of code.
In the code that had working alpha, I was calling the following before setting my renderer.
setEGLConfigChooser(false)
If that doesn't help, here are a couple of other pointers...
Make sure that you've enabled blending before you load the texture.
For example:
// Enable blending using premultiplied alpha.
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
...and make sure that the bitmap that you're using to generate the texture actually has an alpha component.
Following Ron's answer I got closer to solving my problem of the texture's transparency not displaying. The next issue I had was, I had a non-GL SurfaceView behind my GLSurfaceView and by using:
setEGLConfigChooser(false);
I saw my texture okay but my entire SurfaceView was blacked out. The following fixed my issue:
setEGLConfigChooser(8, 8, 8, 8, 0, 0);
Setting false as the only parameter is one way to disable depth testing but you can effectively do the same by setting the 2nd to last parameter to 0 as well. The former will create a default RGB_565 config whereas I required a RGBA_8888 config hence the change.